Useless Piles of Scrap Rusting Away In The Martian Sun--The Early Years

Which law made me somewhat wary of all the time I spent designing and drawing mechs for his Pendragon of Mars game--allegedly starting in 15 minutes.

However, it's no fun to play a game about space knights piloting giant robots unless you know what the giant robots look like, so I went ahead and did it...

I wanted to use this old mech--it's actually a drawing from life I made of a homemade mech I built forAnarchist 40k but once I got ahold of the design rules for this game I started making close-combat mechs, so...no cannons

Each knight gets 4 mechs (like 4 horses). Clockwise from top left: Courser/Palfrey, Sumpter/Packmech, Courser/Palfrey, Charger/Destrier. The last number in the code refers to the weight of the mech--which I gather comes up a lot in combat. The other numbers to the total points used and the points used on weapons.

The idea of the one-armed palfrey on the bottom right is it's 19 tons and optimized for speed, so its only weapon is this nasty chewing-up fanblade thing in its chest. We used Mekton Zeta for the robot design rules--so that thing is, in game terms, a saw. It runs up to other mechs and feeds their heads into the devouring chamber--I hope.

Another old sketch--I figure this is maybe what my PCs martian homeland looks like.

Everybody has to have a coat of arms-it's in the rules.

This is kind of an alternate Palfrey. I figure it fits together kinda like an Adeptus Titanicus--cylindrical legs and stubby arms.

Close up of one of the Palfreys--in Mekton, beast-shaped mechs get bonuses to speed and close combat so I figured I kinda had to, since my guy hasn't got a lotta points in ranged weapons.

Another drawing of the destrier. Patrick recommended the name WREXLICH.

7 comments:

“You really, absolutely, definitely, indisputably do not need a detailed character background before play begins. In fact, all you really need is a name, a class, stats, and some equipment, and you're good to go - because within five minutes of the game beginning you will without fail find your character beginning to take on a personality of his own. This strange and almost mystical emergence of character through play is one of the best things about the hobby, and it amazes me that people have been so determined, for decades, to kill that concept.”